Hordrakkenror
Hordrakkenror
Hordrakkenror
Alpha Playtest
Horrors of DrakkenHeim
Anomollusk
A colossal snail as wide as a city street with the shell the size
of a small house glides slowly into view. It’s massive shell is
a kaleidoscopic fractal shimmer of various hues of unknown
colors that cascade and swirl in incomprehensible patterns. As
it moves, its shell seems to refract light in ways that seem non-
sensical or wrong. Looking at the creature causes you to strain
your eyes as it wriggles towards you. Its bulbous head ends in
two long antennae each holding a small octarine eye. Slimy
mucus drips off its flesh and leaves trails behind it, sizzling on
the ground and corroding anything it touches.
Anomollusk throw. On a failed save, it takes 20 (8d4) acid damage and becomes
slowed until the goop is cleaned away. Each time a creature ends
Huge monstrosity, unaligned its turn with the slowed condition, it gains 1 level of contamination.
A creature can spend its action it clean away the goop, ending the
slowed condition.
Armor Class 20 (natural armor)
Hit Points 125 (10d12 + 60) Actions
Speed 20 ft., climb 10 ft. Slobber. Melee Weapon Attack. +8 to hit, reach 5 ft., one creature. Hit:
20 (8d4) acid damage.
STR DEX CON INT WIS CHA
Creep. The anomollusk moves its speed. While doing so, it can enter
21 (+5) 6 (-2) 23 (+6) 5 (-3) 8 (-1) 6 (-2) Large or smaller creatures’ spaces. Whenever the anomollusk enters
a creature’s space, the creature must make a DC 16 Strength saving
Saving Throws Int +0, Wis +2, Cha +1 throw. On a successful save, the creature can choose to be pushed 5
Damage Resistance damage from spells, bludgeoning, piercing, and feet back or to the side of the anomollusk. A creature that chooses
slashing damage from magical weapons not to be pushed suffers the consequences of a failed saving throw.
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9 On a failed save, the anomollusk enters the creature’s space, and
Languages — the creature takes 10 (3d6) acid damage and is knocked prone.
Challenge 8 (3,900 XP) Proficiency Bonus +3 Reactions
Snail Trail. Whenever the anomollusk moves, a goopy secretion of Shell Reflection. Trigger: the anomollusk takes damage from a spell or
contaminated mucus forms in each space it leaves, which remains a magical weapon. Effect: The attacker takes radiant damage equal to
for 1 minute. A creature which starts its turn in the mucus or enters the damage dealt to the anomollusk, and causes an arcane anomaly.
a space covered in the mucus must make a DC 16 Dexterity saving
ALPHA PLAYTEST 2
ALPHA PLAYTEST
Arcane Wraith Beetle Knight
Tattered purple robes hang off the ethereal skeleton which The creature stands on two insectoid legs that skitter forth
drifts silently through the air. Its rune-inscribed skull menac- with a rhythmic clacking sound. Its large round beetle-like
ingly chants arcane words, as two pin-point pools of octarine body resembles a suite of plate armor with its head shaped
light crackle and flare from the dark holes of its eyes. Ghostly like a thick helmet topped with a massive pincer-like horn.
tendrils flit and flick about as It raises its skeletal hand. Five Peeking out from beneath its massive horned helmet are small
clinking Academy rings jangle as it performs the magical beady eyes and gnashing, spitting mandibles. Its two upper
gestures of its first spell. arms end in bladed mantis scythes, while two more arms end
in claws. The creature’s insect shell is a shimmering blueish sil-
ver that covers its body, protecting the delicate wings beneath.
Arcane Wraith
Medium Undead
Beetle Knight
Armor Class 13 Large monstrosity (any alignment)
Hit Points 67 (9d8 + 27)
Speed 0 ft., fly 60 ft.
Armor Class 19 (natural armor)
STR DEX CON INT WIS CHA Hit Points 95 (10d10 + 40 )
6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2) Speed 30 ft. climb 20 ft. fly 20 ft.
Damage Resistances Acid, Cold, Fire, Lightning, Thunder; STR DEX CON INT WIS CHA
18 (+4) 6 (-2) 18 (+4) 3 (-4) 15 (+2) 5 (-3)
HORRORS OF DRAKKENEHIEM
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
that aren’t Silvered
Damage Immunities Necrotic, Poison Condition Immunities frightened, charmed
Condition Immunities Charmed, Exhaustion, Grappled, Paralyzed, Senses darkvision 120 ft. passive Perception 14
Petrified, Poisoned, Prone, Restrained Languages –
Senses Darkvision 60 ft., Passive Perception 12 Challenge 3 (700 XP) Proficiency Bonus +2
Languages The languages it knew in life
Challenge 6 (2,300 XP) Proficiency Bonus +3 Charge. If the Beetle Knight moves at least 20 feet straight toward a
creature and then hits it with a pincer horn attack on the same turn,
Incorporeal Movement. The arcane wraith can move through other the target takes an extra 11 (2d10) piercing damage.
creatures and objects as if they were difficult terrain. It takes 5 (1d10) Actions
force damage if it ends its turn inside an object.
Multiattack. The beetle knight makes two arm blade attacks.
Actions Scything arm-blade. Melee Weapon Attack: +6 to hit, reach 10 ft., one
Multiattack. The arcane wraith makes three comet shard attacks. creature. Hit: 12 (2d8 + 4) slashing damage.
Comet Shards. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or Pincer Horn. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit:
range 120 ft., one target. Hit: 21 (4d8 + 3) force damage, and the 15 (2d10 + 4) piercing damage, and the target is grappled (escape DC
target is pushed 10 feet away from the arcane wraith. 14). Until this grapple ends, the target is restrained, and the Beetle
Nightmare Pattern. The arcane wraith weaves a nightmarish glimpse Knight can’t use its pincer horns against another target.
into the Shadowlands in the air inside a 30-foot cube it can see Bonus Actions
within range. Each creature in the area who sees the Shadowlands
must make a DC 14 Intelligence saving throw. On a failed save, the Fling. One creature grappled by the Beetle Knights pincer horns
creature becomes blinded (save ends) as their vision is filled by terri- must make a DC 14 Strength saving throw. On a failed save, the
ble vistas of the Shadowlands. While blinded in this way, a creature Beetle Knight flings the creature 1d6 times 10 feet in a direction of its
is also immobilized. This condition ends for a blinded creature if it choice, and the target lands prone.
takes any damage, or if someone else uses an action to shake the If a thrown target strikes a solid surface, the target takes 3
creature out of its nightmare. When the condition ends for a blinded (1d6) bludgeoning damage for every 10 feet it was thrown. If the
creature, it takes 14 (4d6) psychic damage. target is thrown at another creature, that creature must succeed
on a DC 14 Dexterity saving throw or take the same damage and
Spellcasting. The arcane wraith casts one of the following spells, be knocked prone.
using Charisma as the spellcasting ability (spell save DC 14):
ALPHA PLAYTEST
At will: mage hand (the hand is invisible), minor illusion Reactions
Carapace Parry. The knight adds 2 to its AC against one attack that
would hit it. To do so, the knight must see the attacker.
Alpha Playtest 3
ALPHA PLAYTEST
Belfray Big Linda
Suddenly, a high-pitched screech painfully rings in your ears The ground shudders at the stomping footsteps of the ap-
as a grotesquely misshapen bat swoops overhead. Its large proaching monstrosity: a bipedal reptile with pale green-
outstretched wings resemble elongated human arms with flesh white scales. Its huge mouth dominates its skull-like face,
pulled taught connecting to its body, which ends in goat-like acidic saliva dripping out between rows of razor-sharp
legs. The pounding sound reverberates from its large mouth teeth. Spines and horns run down its back and tail, and its
filled with rows of hooked fangs, open agape beneath big great body is supported by two trunk-like hind legs, though
bulging red eyes and a sniveling snout. its disheveled forearms appear nearly useless. It howls with
a roar that sounds like rent metal as it charges forward to
devour you.
Belfray
Medium monstrosity
Big Linda
Armor Class 14 (natural armor) Huge Monstrosity
Hit Points 104 (11d10 + 44)
Speed 20 ft. fly 60 ft. Armor Class 13 (natural armor)
Hit Points 136 (13d12 + 52)
STR DEX CON INT WIS CHA
Speed 50 ft.
18 (+4) 16 (+3) 18 (+4) 12 (+1) 14 (+2) 5 (-3)
STR DEX CON INT WIS CHA
Saving Throws Dex +6, Con +10, Wis +5 25 (+7) 10 (+0) 19 (+4) 2 (-4) 12 (+1) 9 (-1)
HORRORS OF DRAKKENEHIEM
Skills Stealth +6
Damage Resistances Poison, Necrotic Skills Perception +4
Condition Immunities Poisoned, Blinded Damage Immunities Acid
Senses blindsight 60 ft., Passive Perception 11 Senses Blindsight 30 ft., Passive Perception 14
Languages – Languages –
Challenge 6 (2,300 XP) Proficiency Bonus +3 Challenge 9 (5,000 XP) Proficiency Bonus +4
Flyby. The Belfray doesn’t provoke opportunity attacks when it flies Rejuvenation. If Big Linda is destroyed, she regains all her hit points if
out of an enemy’s reach. her corpse is left within an area of the Deep Haze for 1 hour.
Keen Hearing. The Belfray has advantage on Wisdom (Perception) Regeneration. When Big Linda begins her turn in an area of the Deep
checks that rely on hearing. Haze, she regains 10 hit points. Big Linda dies only if she starts her
turn with 0 hit points and doesn’t regenerate.
Actions
Multiattack. The Belfray makes three attacks: two with its claws and
Actions
one with its bite. It can replace its bite with a use of its sonic blast, Multiattack. Big Linda makes two attacks: one with its bite and one
if available. with its tail. It can’t make both attacks against the same target.
Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit:
15 (2d10 + 4) slashing damage. 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller
creature, it is grappled (escape DC 17). Until this grapple ends, the
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11
target is restrained, and Big Linda can’t bite another target.
(2d6 +4) piercing damage and the target is enfeebled until the end
of the Belfray’s next turn. The Belfray regains hit points equal to the Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20
damage dealt by its bite. (3d8 + 7) bludgeoning damage.
Sonic Blast (recharges 5-6). A blast of sonic energy extends out from Acid Spew (Recharge 5–6). Big Linda spews acid in a 30 foot cone.
the Belfray. Each creature within 30 feet of the Belfray that can hear Each creature in that line of fire must succeed on a DC 15 Dexterity
it must succeed on a DC 14 Constitution saving throw or take 22 (4d8 saving throw, taking 49 (11d8) acid damage on a failed save, or half
+ 4) thunder damage and become weakened (save ends). A creature as much damage on a successful one.
who succeeds the saving throw takes half damage and isn’t weakened.
Bonus Actions
ALPHA PLAYTEST
Hide in Shadows. If the Belfray is in an area of dim light or darkness,
it can hide as a bonus action.
4 Monsters of Drakkenheim
ALPHA PLAYTEST
Bigger Linda
Thundering through the streets of Drakkenheim with a crash,
the infamous pet of the Queen of Thieves has mutated and
enlarged to unfathomable proportions. The haze swirls around
it, and octarine energy pulsing in its sunken eye sockets. The
broken hafts of weapons and old arrows embedded into its
scales, stuck deeply between the regenerated flesh.
pale lizard has grown in size, Its spined back is illuminated
by webs of glowing octarine veins, its wide snout filled with
jagged teeth and as it opens its maw wide, the building
contaminated energy at the back of its throat begins to glow.
HORRORS OF DRAKKENEHIEM
Breathe Deep. Bigger Linda’s breath weapon recharges. Big Linda
STR DEX CON INT WIS CHA can only take this Epic Action if it’s the first Epic Action she uses
29 (+9) 15 (+2) 26 (+8) 2 (-4) 15 (+2) 10 (+0) this round. After using this Epic Action, Bigger Linda can’t take
her Bite Epic Action until the start of the next round.
Saving Throws Dex +8, Con +14, Wis +8, Cha +6 Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit:
35 (4d12 + 9) piercing damage. If the target is a Large or smaller
Skills Athletics + 15, Perception + 14 creature, it is grappled (escape DC 24). Until this grapple ends,
Damage Resistances Poison the target is restrained, and Bigger Linda can’t bite another target.
Damage Immunities Acid, Necrotic Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit:
Senses blindsight 60 ft., passive Perception 16 22 (3d8 + 9) bludgeoning damage and the target must make a
Strength saving throw. On a failed save, the target is pushed back
Languages – 20 feet and knocked prone.
Challenge 18 (155,000 XP) Proficiency Bonus +6 Stomp. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit:
26 (3d10 + 9) bludgeoning damage, and the target must make a
Rejuvenation. If Bigger Linda is destroyed, she regains all her hit DC 22 Constitution saving throw. On a failed save, the target is
points if her corpse is left within an area of the Deep Haze for 1 hour. staggered (save ends).
Regeneration. When Bigger Linda begins her turn in an area of the Breath Weapon (special recharge). Bigger Linda blasts
Deep Haze, she regains 20 hit points. Bigger Linda dies only if she contaminated energy in a 60 foot long, 5 foot wide line from her
starts her turn with 0 hit points and doesn’t regenerate. mouth. Each creature in that line of fire must succeed on a DC 22
Dexterity saving throw, taking 32 (7d8) necrotic damage, and 32
Haze Aura. Any creature who starts its turn within 30 feet of Bigger (7d8) force damage on a failed save, or half as much damage on
Linda takes 14 (4d6) necrotic damage and must succeed on a DC 22 a successful one. In addition, creatures that fail their saving throw
Constitution saving throw or gain one level of contamination. gain 1 level of contamination.
Siege Monster. Big Linda deals double damage to objects and Trampling Rampage (recharges when bloodied). Bigger Linda
structures. moves up to her speed in a straight line, making one Stomp attack
against each Large or smaller creature she moves past.
Immutable Form. Big Linda is immune to any spell or effect that
Teleport (1/ round). Bigger Linda teleports up to 120 feet to an
would alter its form.
unoccupied space she can see within the Deep Haze.
ALPHA PLAYTEST
Alpha Playtest 5
ALPHA PLAYTEST
Bloated Hive
Dripping with sweet smelling pus and mucus, the creature
shuffles about on spindly limbs like a gangly ape. It has long
gnarled fingers and an emaciated whip-cord thin frame, but
where a head should be instead is a mass of pulsing flesh cov-
ered in gaping pores that extend down its neck and across its
shoulders. Its body writhes with thousands of bugs crawling
beneath its skin and swarming around its head. They burrow
in and out of open wounds and sores and buzz in and out of
its pores. It smells faintly of honey and sweat, and gurgles
painfully amidst the chorus of buzzing and clicking of insects,
as if the thing is painfully aware of its wretched state.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 16 (+3) 11 (+0) 12 (+1) 5 (-3) 3 (-4) 15 (+2) 10 (+0) 1 (-5) 7 (-2) 1 (-5)
Condition Immunities Blinded, Frightened, Damage Resistances Necrotic, Bludgeoning, Piercing, Slashing
Senses tremor sense 60 ft. passive Perception 15 Condition Immunities Charmed, Frightened, Grappled, Paralyzed,
Languages Petrified, Prone, Restrained, Stunned
Challenge 4 (1,100 XP) Proficiency Bonus +2 Senses Blindsight 10 ft., Passive Perception 8
Languages –
Insect Swarm. A swarm of contaminated insects surround the bloat- Challenge 1 (450 XP) Proficiency Bonus +2
ed hive. Creatures who start their turn within 10 feet of the Bloated
Hive take 10 (3d6) necrotic damage. Swarm. The swarm can occupy another creature’s space and vice
Disrupt the Hive. When the Bloated Hive dies, it immediately spawns versa, and the swarm can move through any opening large enough
a swarm of contaminated insects in its place. for a Tiny insect. The swarm can’t regain hit points or gain tempo-
rary hit points.
Actions
Multiattack. The monster makes two attacks.
Actions
Contaminated Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 9
creature. Hit: 10 (3d6) necrotic damage, or 3 (1d6) piercing damage
(2d8) slashing damage.
if the swarm has half of its hit points or fewer. In addition, on a hit
Spawn Swarm (recharge 5-6). The Bloated Hive creates a swarm of the target must make a DC 10 Constitution saving throw or gain 1
contaminated insects which appears in an unoccupied space within level of Contamination.
5 feet of it. Spawned swarms take their turns immediately after the
Bloated Hive.
Bonus Actions
Distracting Swarm. The bloated hive causes its swarm to fly in the
face of one creature within 5 feet. That creature can’t take reactions
until the end of the bloated hives turn.
ALPHA PLAYTEST
6 Monsters of Drakkenheim
ALPHA PLAYTEST
Bojack
From what first appears to be a dead horse flopped on its back,
its stomach suddenly splits open, exposing its intestines and
organs. Long, spindly, arachnid-like legs violently sprout from
its torso as its stomach opens into a maw filled with sharp
jagged teeth formed from the splayed rib cage of the beast.
The horse legs limply hang in the air, as the creature skitters
towards you with intense speed, intestines flapping around
its maw like a sickly tongue. The head of the horse dangles
lifelessly, but its mouth still gnashes and spittles acidic bile.
Bojack
Large monstrosity (any alignment)
Armor Class 15 (Natural Armor)
Hit Points 93 (11d10 + 33)
Speed 60 ft., climb 30 ft.
HORRORS OF DRAKKENEHIEM
Skills Stealth +10
Condition immunities Charmed, Frightened
Senses Blindsight 120 ft. passive Perception 14
Languages –
Challenge 5 (1,800 XP) Proficiency Bonus +3
ALPHA PLAYTEST
Alpha Playtest 7
ALPHA PLAYTEST
Cacophonous Chimera
The cacophonous chimera’s three heads include a chittering rat, a
screeching harpy, a howling hyena; which together perform a madness-in-
ducing chorus as they slaughter their prey. Its forelimbs are clawed ratlike
paws, its rear legs are avian talons, and the beast’s colossal furry body
is borne upon massive wings with blood-red feathers with an slithering
lamprey eel for a tail.
Cacophonous Chimera Bewildering Chitter (Ratling). Creatures within 300 feet of the
chimera who can hear it must succeed on a DC 16 Intelligence saving
Huge monstrosity throw. On a failed save, a creature takes 10 (3d6) psychic damage
and becomes bewildered (save ends).
Armor Class 18 (natural armor) Chilling Howl (Garmyr). Creatures within 300 feet of the chimera
Hit Points 65 + 65 per player character (10d12 + 70) who can hear it must succeed on a DC 16 Wisdom saving throw. On
a failed save, a creature takes 10 (3d6) cold damage and becomes
Speed 30 ft., fly 60 ft.
immobilized (save ends).
STR DEX CON INT WIS CHA
Staggering Screech (Harpy). Creatures within 300 feet of the chimera
who can hear it must succeed on a DC 16 Charisma saving throw.
23 (+6) 15 (+2) 25 (+7) 13 (+1) 17 (+3) 18 (+4)
On a failed save, a creature takes 10 (3d6) necrotic damage and
becomes staggered (save ends).
Saving Throws Con +12, Int +6, Wis +8, Cha +9
Wing Blast. The cacophonous chimera beats its wings. Each creature
Skills Perception +8
HORRORS OF DRAKKENEHIEM
ALPHA PLAYTEST
8 Monsters of Drakkenheim
ALPHA PLAYTEST
Crater Wurm
You feel a low tremble in the earth. As you look around you see
the loose pebbles and dust beginning to bump and shake. A deep
rumble wells in the earth, and suddenly stone begins to crack
and fracture. The soil buckles and bulges briefly, then erupting
from below emerges a titanic wurm. It rears its massive head to
bear down upon you, opening its petal like mouth which is filled
with an array of long jagged crystalline teeth which all point in
rows towards the center of its throat. Its sectioned body is cov-
ered in plates of muddy midnight purple, jutting between them
are long octarine spines. Its hot breath sends gobs of octarine
slime flying through the air as it begins to dive down upon you.
Crater Wurm
Gargantuan Monstrosity, Unaligned
Armor Class 18
Hit Points 247 (15d20 + 90)
Speed 50 ft., burrow 30 ft.
HORRORS OF DRAKKENEHIEM
STR DEX CON INT WIS CHA
28 (+9) 7 (-2) 22 (+6) 1 (-5) 8 (-1) 4 (-3)
Tunneler. The crater wurm can burrow through solid rock at half its
burrow speed, and leaves a 10-foot-diameter tunnel in its wake.
Actions
Multiattack. The crater wurm makes a bite attack against a creature,
then makes a bite attack against each other creature within 5 feet of
the first target.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22
(3d8 + 9) piercing damage. If the target is a Large or smaller creature,
it must succeed on a DC 19 Dexterity saving throw or be swallowed
by the wurm. A swallowed creature is blinded and restrained, it has
total cover against attacks and other effects outside the wurm, and it
takes 18 (4d8) acid damage at the start of each of the wurm’s turns.
A creature that takes this necrotic damage must also make a DC 19
Constitution saving throw or gain 1 level of Contamination.
If the crater wurm takes 30 damage or more on a single turn from
a creature inside it, the wurm must succeed on a DC 21 Constitution
saving throw at the end of that turn or regurgitate all swallowed
creatures, which fall prone in a space within 10 feet of the wurm. If the
wurm dies, a swallowed creature is no longer restrained by it and can
escape from the corpse by using 20 feet of movement, exiting prone.
Breach. The crater wurm utilizes its full movement. While doing so,
ALPHA PLAYTEST
it can enter large or smaller creatures’ spaces. Whenever the wurm
enters a creature’s space, the creature must succeed on a DC 19
Strength saving throw. On a successful save, the creature can choose
to be pushed to the side of the wurm’s space. A creature that chooses
not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the creature takes 35 (10d6) bludgeoning
damage, and is pushed 10 feet and knocked prone. After finishing its
move, the wurm can make one bite attack against a prone target as
a bonus action.
Alpha Playtest 9
ALPHA PLAYTEST
Dark Growth
Laying against a wall of a ruined building is what remains
of a corpse. Its torso split open with a chaotic mass of jet black
brambles and vines pouring out, clinging to the dead flesh and
the stone work of the walls and streets around it. All over the
body of the corpse are open sores where vines and branches have
pushed out, and its neck erupts into another mass of plant matter,
the corpses skull is severed from the body with its jaw unhinged
and hanging in a horrible expression, stuck in place by the mass of
writhing vines. Throughout this dark growth are various flowers
blooming in iridescent neon hues, a smell of sweet sugar combined
with decaying flesh fill the air and whispers begin to form a sort
of voice, distinctly familiar and beckoning.
ALPHA PLAYTEST
10 Monsters of Drakkenheim
ALPHA PLAYTEST
Dark Growth Shambler Digipede
A creature creeps from the shadows lurching and staggering This grotesque creature resembles a mutated centipede grown
towards you. It resembles a gaunt humanoid with pale flesh to horrific proportions. Its gigantic segmented body is nearly
and a hunched form. Vines and branches protrude from its thirty feet long, and undulates as it scuttles forward on dozens
gaping mouth, as well as its ears, nose, and pushing through of long spindly legs. The limbs are not insectoid, however, but
its flesh throughout its body. All over the various branches instead resemble emaciated human fingers, long and bony
and vines emerging from it are flowers blooming in iridescent with joints that bend unnaturally. The knuckles are knotted
neon hues, a smell of sweet sugar combined with decaying and overgrown, also sprouting thick, long hairs which stand
flesh fill the air and whispers begin to form a sort of voice even on end with static energy. At the tips, the fingers taper into
though the creature’s mouth doesn’t move. elongated, yellowed fingernails which crackle and scrape
menacingly against the ground as it moves. Dominating its
round, flat head is a singular, massive humanlike eye that
swivels frenetically, its gaze penetrating and alive with a
Dark Growth Shambler disturbing, unyielding intensity. Its antenna sprout above like
Medium plant an eyebrow, and its tightly closed mandibles beneath resemble
bags under the eye. Its foremost finger-legs end in wicked
Armor Class 15 (natural armor) pincer-like talons which thrum with an electric sting.
Hit Points 90 (12d8 + 36)
Speed 30 ft.
STR
17 (+3)
DEX
13 (+1)
CON INT
16 (+3) 5 (-3)
WIS
13 (+1)
CHA
5 (-3)
Digipede
HORRORS OF DRAKKENEHIEM
Huge monstrosity, unaligned
Damage Vulnerability Fire
Damage Immunities poison Armor Class 17 (natural armor)
Condition Immunities Blinded, Poisoned Hit Points 114 (12d12 + 48)
Senses blindsight 30 ft (blind beyond this radius)., passive Speed 50 ft., climb 40 ft.
Perception 15
STR DEX CON INT WIS CHA
Languages –
24 (+6) 15 (+2) 18 (+4) 5 (-3) 10 (0) 6 (-2)
Challenge 5 (1,800 XP) Proficiency Bonus +3
Saving Throws Dex +5, Con +7
Actions Skills Perception +3, Stealth +5
Multiattack. The shambler makes three attacks: one with its bite and Damage Resistance lightning
two with its claws.
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 13
Infectious Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Languages —
Hit: 10 (2d6 + 3) necrotic damage and the target must succeed a
DC 14 Constitution saving throw or become infected with a disease Challenge 8 (3,900 XP) Proficiency Bonus +3
called Dark Decay. While infected, the target must repeat the saving
throw at the start of each of its turns until it gets three successes. Actions
If the target succeeds on three of these saves, Dark Decay ends. Multiattack. The Digipede makes three attacks: two with its talons,
However, each time the target fails one of these saves, it gains 1 level and one with its bite.
of Contamination, and instead of acting normally on its turn, the
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22
creature must spend all movement to move directly towards the
(3d10 + 6) piercing damage.
closest creature that isn’t infected with dark decay and make one
melee attack against it. If the attack hits, the target of that attack Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
must also succeed a DC 14 Constitution saving throw or contract 16 (3d6 + 6) slashing damage, plus 9 (2d8) lightning damage, and
Dark Decay. A creature infected with Dark Decay that dies or the target must succeed on a DC 15 Constitution saving throw or
undergoes a monstrous transformation becomes a Dark Growth become shocked until the end of the Digipede’s next turn.
Shambler. A lesser restoration spell or similar magic that removes Eye Beam (Recharge 5–6). The Digipede shoots a crackling beam of
diseases also ends Dark Decay, as does any magic which removes lightning in a 60-foot-line which is 5 feet wide. Creatures in the line
Contamination levels. must make a Dexterity saving throw. They take 35 (10d6) lightning
ALPHA PLAYTEST
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 damage on a failed save, or half as much on a successful one. In ad-
(2d6 + 3) slashing damage. dition, the lightning disrupts the nerves and motor systems of those
who fail their saving throw, causing them to become slowed (save
Reactions ends). While slowed in this way, the condition worsens each time it
Abrupt Decay. If it hasn’t taken fire damage this round, the Dark fails the saving throw to end the effect. On the first failed save, the
Growth Shambler can use this reaction when it is reduced to zero hit creature becomes immobilized, and after the second failed save, it
points to create a Dark Growth in its space. becomes paralyzed (save ends all).
Alpha Playtest 11
ALPHA PLAYTEST
Drakkenheim Sewer Gator
Surfacing from the rancid sewer waters is a terrible alligator
nearly fifty feet long. Along its back are small jagged protru-
sions of delirium like a pair of ridges that flow up its back and
onto its head like a delirium crown. Its eyes glow an octarine
hue, its skin a pallid greenish gray and its tongue a thick pur-
ple tentacle licking its chops within a massive maw filled with
three rows of jagged teeth. Its huge body is covered in scars
from many tussles with other monsters of the ruins, supported
by its strong and sturdy legs.
Crushing Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one creature.
Armor Class 18 (natural armor)
Hit: 27 (3d12 + 7) piercing damage. If the target is a Large or smaller
Hit Points 172 (15d12 + 75) creature, it is grappled (escape DC 19). Until this grapple ends, the
Speed 40 ft., Swim 80 ft. target is restrained, and the Sewer Gator can’t bite another target.
Tail Strike. Melee Weapon Attack: +11 to hit, reach 15 ft., one creature.
STR DEX CON INT WIS CHA Hit: 17 (3d6 + 7) bludgeoning damage and the target is moved 20 feet
25 (+7) 18 (+4) 21 (+5) 8 (-1) 15 (+2) 5 (-3) away from the sewer gator and knocked prone.
Death Roll. Melee Weapon Attack: +11 to hit, reach 15 ft., one creature
Saving Throws Str +11, Con +9, Wis +6 grappled by the sewer gator. Hit: 33 (4d12 + 7) piercing damage, and
Skills Perception +10, Stealth +12 the target must make a DC 19 Strength saving throw. On a failed
Condition Immunities frightened save, the target is dazed and helpless until it escapes the sewer
Senses Darkvision 120 ft. passive Perception 14 gator’s grapple.
Languages – Reactions
Challenge 12 (8,400 XP) Proficiency Bonus +4 Submerge. If the Sewer gator takes damage while it is in water it can
immediately submerge itself and take the hide action.
Contaminated Regeneration. The Sewer Gator regains 10 hit points at
the start of its turn as long as it is in contaminated water. The Gator
dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Amphibious Lunge. If the sewer gator swims at least 20 feet on its
turn, it can long jump or high jump up to 60 feet until the end of its
turn. If it ends this jump within 5 feet of a creature, it gains advan-
tage on its next bite attack against that creature, and that attack
deals an additional 31 (9d8) piercing damage.
Predatory Stealth. The Sewer Gator has advantage on stealth checks
to hide if it is in the water.
ALPHA PLAYTEST
12 Monsters of Drakkenheim
ALPHA PLAYTEST
Effulgent Cnidarian
A translucent bulbous mass floats through the air gently,
throbbing neon colors radiating across its skin like a cosmic
nebula or an eldritch borealis. A mass of thin strands dangle
down from it with waves of bioluminescent lights, the strands
move and glide about, gently groping and grabbing at objects
as it passes by. The whole creature glows, illuminating the
darkened city streets around it. A distant chorus of ethereal
hums and tones fill the air around it.
Effulgent Cnidarian Whenever the charmed creature chooses a target for an attack
or spell, it must determine that target at random from the
Large aberration (any alignment) creatures it can see within range. If a creature (friendly or enemy)
provokes an opportunity attack from the charmed creature, it
must make the attack if it is able to. If a charmed creature ends its
Armor Class 11
turn without taking the Attack or Cast a Spell action, it suffers 14
Hit Points 110 (13d10 + 39) (4d6) psychic damage.
Speed fly 20 ft. (hover) Unless surprised, a creature can avert its eyes to avoid the saving
HORRORS OF DRAKKENEHIEM
throw at the start of its turn. If the creature does so, it has disadvan-
STR DEX CON INT WIS CHA tage on attack rolls against the Effulgent Cnidarian until the start of
8 (-1) 15 (+2) 16 (+3) 18 (+4) 18 (+4) 15 (+2) its next turn. If the creature looks at the Cnidarian in the meantime,
that creature must immediately make the saving throw.
Damage Resistances Bludgeoning, Radiant Altered Reality. The Cnidarian is invisible to any creature charmed
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, by it.
Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone,
Restrained, Stunned Actions
Senses Blindsight 60 ft., (blind beyond this radius), passive Multiattack. The cnidarian makes two attacks with its tendrils.
Perception 18 Tendril. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit:
Languages – 27 (6d8) Necrotic damage, or 48 damage against a target charmed
Challenge 9 (5,000 XP) Proficiency Bonus +4 by the Cnidarian.
ALPHA PLAYTEST
Alpha Playtest 13
ALPHA PLAYTEST
Elemental, Contaminated
Sludge Form. The elemental can enter a hostile creature’s space and
stop there. It can move through a space as narrow as 1 inch wide
without squeezing.
Invisible in Sludge. The animated delerium sludge is invisible while
fully immersed in any area of delerium sludge.
ALPHA PLAYTEST
14 Monsters of Drakkenheim
ALPHA PLAYTEST
Entropic Flame Living Deep Haze
An elemental alight with purple-green flames illuminates the The haze enveloping you begins to churn and swirl, gradually
desolate streets of the ruined city. Composed of cascading oc- coalescing into a dense mass of octarine fog. A ghostly visage
tarine fire, the elemental moves like wildfire spreading uncon- emerges as a nebulous form takes shape, its features twisted
trollably. Within the dancing flames is a scornful expression of in an eerie semblance of anguish. Flashes of contaminated
rage. It crackles and blazes, the heat from its body distorting energy crackle and spark inside the cloud, casting fleeting,
the air around it. The pungent smell of burning ozone and sinister lights which mimic the movements of a tortured face.
sulfur saturates the area, overwhelming the senses. Flecks of This roiling fog floats through the ruins, drifting like a specter
cinder and ash whirl about, shedding from the creature as it haunted by its own turbulent essence.
glides menacingly toward you.
HORRORS OF DRAKKENEHIEM
10 (+0) 17 (+3) 13 (+1) 5 (-3) 10 (+0) 5 (-3)
Damage Resistances Bludgeoning, Piercing, and Slashing from
Nonmagical Attacks
Damage Resistances Bludgeoning, Piercing, and Slashing from
Nonmagical Attacks Damage Immunities Necrotic, Poison
Damage Immunities Fire, Poison Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified,
Poisoned, Prone, Restrained, Unconscious
Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified,
Poisoned, Prone, Restrained, Unconscious Senses Darkvision 60 ft., Passive Perception 10
Senses Darkvision 60 ft., Passive Perception 10 Languages Deep Speech
Languages Deep Speech Challenge 5 (1,800 XP) Proficiency Bonus
Challenge 5 (1,800 XP) Proficiency Bonus Fog Form. The elemental can enter a hostile creature’s space and
stop there. It can move through a space as narrow as 1 inch wide
Fire Form. The elemental can move through a space as narrow as 1
without squeezing.
inch wide without squeezing.
Deep Haze. A creature who enters or starts its turn in the same space
Enduring Flame. Flames within 10 feet of the Entropic Flame can’t be
as the Living Deep Haze must make a DC 15 Constitution saving throw
extinguished. The burning condition cannot be ended on creatures
or take 10 (3d6) necrotic damage and gain 1 level of Contamination.
within 10 feet of the Entropic Flame.
Illumination. The elemental sheds bright light in a 30-foot radius and Actions
dim light in an additional 30 feet. Multiattack. The elemental makes two slam attacks.
Actions Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14
(2d8 + 5) bludgeoning damage.
Multiattack. The elemental makes three dancing flame attacks.
Dancing Flame. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft., or
range 120 ft., one target. Hit: 10 (3d6) fire damage, and the target
becomes burning (3d6 fire).
Bonus Actions
Flickerjump. The entropic flame teleports to an unoccupied space it
can see within 60 feet of it.
ALPHA PLAYTEST
Alpha Playtest 15
ALPHA PLAYTEST
Walking Delerium Geode
A rich outcrop of delerium crystals glimmer from the col-
lapsed ruin nearby. However, as you approach the debris
begins to shift and move. A hunched, hulking form, one
vaguely humanoid, rises up with a chorus of crystalline clinks
and grinding rock. The central mass of stone and crystal is
supported by two short, stubbly legs of rubble, its arms and
shoulders shaped from large boulders of brick and wood that
end in balled fists bristilling with spikes of delerium. Its head,
an elongated crystal, is marked by angles and fractures that
gradually form into a sorrowful face, its features etched with
an expression of melancholy.
ALPHA PLAYTEST
16 Monsters of Drakkenheim
ALPHA PLAYTEST
Eldritch Cataclysm
A swirling vortex of dark clouds, debris, and icy shards moves
in like an eldritch storm. Crackling octarine lightning fills the
air, the ground rumbles and shakes with the might of the un-
natural weather phenomenon, but this is no ordinary storm.
Within the dark clouds appears a snarling face, its eyes and
mouth like pools of octarine light. The creature is the weather
itself, warped and infused by the haze of Drakkenheim into
an arcane and twisted form of sentient life, filled with the
uncaring and unbridled anger of a storm.
HORRORS OF DRAKKENEHIEM
a new damage roll. On a hit, the lightning leaps again. A creature
STR DEX CON INT WIS CHA can be targeted only once each time the elemental takes this action.
19 (+4) 25 (+7) 25 (+7) 12 (+1) 17 (+3) 19 (+4) Meteor Strike. Molten rock falls in a 15-foot-radius cylinder that is
40-feet tall centered on a point within 120 feet of the elemental.
Saving Throws Int +6, Wis +8, Cha +9 Each creature in that area must make a DC 17 Dexterity saving
Damage Immunities Fire, Poison, Thunder, Lightning, Cold throw. On a failed save, the target takes 18 (4d8) fire damage plus 18
Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, (4d8) bludgeoning damage.
Poisoned, Prone, Restrained, Stunned Quake. The elemental unleashes a sonic boom which shakes the
Senses Darkvision 120 ft., Passive Perception 11 earth. Creatures within 30 feet of the elemental must succeed on a
DC 20 Constitution saving throw or take 28 (8d6) thunder damage
Languages common
and be knocked prone. A creature that succeeds on its saving throw
Challenge 13 Proficiency Bonus +5 takes half as much damage and isn’t knocked prone.
Air Form. An Eldritch Cataclysm can enter a hostile creature’s space Icy Bolt. Melee or Ranged Spell Attack: +9 to hit, range 120 ft., one
and stop there. It can move through a space as narrow as 1 inch target. Hit: 14 (2d8 + 5) cold damage. Hit or miss, the bolt then ex-
wide without squeezing if air could pass through that space. plodes. The target and each creature within 5 feet of it must succeed
on a DC 17 Dexterity saving throw or take 18 (4d8) cold damage and
Cyclonic Storm. High winds surround the Eldritch Cataclysm in an become frozen (DC 17).
emanation 120 feet from it. The winds disperse gas or vapor, and
extinguish candles, torches, and similar unprotected flames in the
area. Creatures who start their turns in the emanation must make
a Strength saving throw. On a failed save, a creature becomes
slowed until the start of its next turn. A creature that fails its save
by five or more is blown away by the winds, and is flung 1d6 time
5 feet in a random direction and knocked prone. Flying creaturues
have disadvantage on the saving throw. Attacks with ranged
weapons made by creatures in the area or targeting a creature in
the area have disadvantage.
ALPHA PLAYTEST
Alpha Playtest 17
ALPHA PLAYTEST
Haze Husk Haze Wight
The walking dead aimlessly wander the streets of Drakken- The taut, stretched skin of this undead warrior is purple and
heim, draped in the ragged clothes they wore on their final bruised. Clad in battered and broken armor, their body is
day. Their flesh is sallow and putrid, sloshing and sagging marred by the lethal blow which ended their life – a deep, jag-
over their bones. Each looks about with hollow black eyes. ged gash across their breastplate. Eldritch magic wells within
Their mouths hang agape and groan painfully, flapping the wound. As they catch sight of you, their face is contorts into
purple tongues drooping over their yellowing teeth. Yet each a hateful scowl, and their dead eyes burn with spectral energy.
face wears the agony of their last moments, their horrific Contaminated magic builds in their veins and seeps out from
expressions of terror, fear, sadness, and panic frozen in time. their blackened claws. In a cracked and echoing voice, they
Here and there, shards and fragments of delerium protrude howl a delusional challenge: “To arms, comrades! Drakken-
from their skin along their faces, spines, and arms, as if their heim will be free of these monsters!”
bones are slowly crystalizing.
Haze Wight
Haze Husk Medium Undead, Neutral Evil
Medium Undead, Neutral Evil
Armor Class 15 (chain shirt)
Armor Class 10 Hit Points 65 (10d8 + 20)
Hit Points 15 (2d8 + 6) Speed 30 ft.
Speed 30 ft.
HORRORS OF DRAKKENEHIEM
ALPHA PLAYTEST
18 Monsters of Drakkenheim
ALPHA PLAYTEST
Hazewing Moths Hazewing Moth Caterpillar
Hazewing Moth Adult The undulating body of this monstrous caterpillar bristles
with sharp, luminescent spines. The creature’s skin is a
This large moth has brilliantly patterned wings that glimmer purple and disturbing tapestry of purples and greens, throbbing with an
green. The delicate membranes feature hypnotic shapes that resemble eerie, bioluminescent glow.
human faces screaming. The creature has a grotesque bat-like face with
a curved antenna sprouting from its forehead ending in a bioluminescent
lantern that gives off splashes of prismatic light. Its eyes are a mosaic-like
fractal, and delirium dust drifts around it as it flaps about. Hazewing Moth Caterpillar
Small aberration
HORRORS OF DRAKKENEHIEM
Senses darkvision 60 ft., passive Perception 11
Actions
Languages –
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4
Challenge 5 (1,800 XP) Proficiency Bonus +3 (1d4 + 2) piercing damage plus 10 (3d6) necrotic damage.
Actions
Proboscis. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Hit: 14 (4d6) psychic damage. In addition, if the target was incapac-
itated, its Intelligence score is reduced by 1d4 as the moth drinks its
intellect and memory. The target dies if this reduces its Intelligence
to 0. Otherwise, the reduction lasts until the target finishes a short
or long rest.
Delerium Dust. The hazewing moth flaps its wings releasing a cloud
of prismatic dust. Creatures other than hazewing moths within 30
feet of the moth must make a DC 13 Wisdom saving throw. On a
failed save, the target takes 14 (4d6) radiant damage and becomes
addled (save ends)
Bonus Actions
Hypnotic Flutter. Creatures other than hazewing moths within 60 feet
of the hazewing moth who can see it must make a DC 13 Intelligence
saving throw. On a failed saving throw, a creature becomes slowed
(save ends). If the target was already slowed by a Hazewing Moth’s
flutter, it instead becomes immobilized (save ends), and if the
creature was already immobilized, it instead becomes immobilized
and incapacitated (save ends against both).
ALPHA PLAYTEST
Alpha Playtest 19
ALPHA PLAYTEST
Hazewing Moth Chrysalis Hypnotic Eldritch Blossom
Thick silvery strands fasten this bulbous glowing cocoon The cascading multi-colored petals of this large lotus-like
against a nearby wall. Within its crystalline shell, something flower gently open into a shimmering blossom. A prismatic
pulses with unnerving, face-like patterns. These spectral spectrum of brilliant lumenance dances upon its leaves in
visages seem to gasp and moan in silence. A thin mist rises off strange hypnotic rhythms. The colors seem to shift as it moves.
the surface of the chrysalis. through yellows, purples, greens, and oranges all melding to-
gether and at times creating unimaginable colors never before
seen by your eyes. As you gaze upon it, its maddening patterns
fill your mind, and you feel a wave of dizzying confusion to
Hazewing Moth Chrysalis sweep over you, making it impossible to tell if your glance has
Meidum aberration been but a moment, or a lifetime.
ALPHA PLAYTEST
another creature (including the spellcaster) it can see within 30 feet
of it. The spell targets the chosen creature instead of the hypnotic
eldritch blossom. If the spell forces a saving throw, the chosen crea-
ture makes its own save. If the spell was an attack, the attack roll is
rerolled against the chosen creature.
20 Monsters of Drakkenheim
ALPHA PLAYTEST
Kafka Last Memory
Stepping out from the ruins is a pale, gaunt human with what appear at Seared into the brick and cobblestones is the ashen silhouette of a
first to be deeply sunken eyes. Their strange, cordlike black hair shimmers human form. Not a trace of their body remains, the blackened stone
strangely. As they stride forward with a bizarre gait, their monstrous capturing the last remaining imprint of their existence the moment they
lower body becomes apparent: from the waist down, their torso sprawls were incinerated by the meteor’s eldritch fire. Inexplicably, the silhouette
into a large, segmented cockroach thorax and abdomen, complete with six animates into distorted angular shapes, as distant reverberating screams
skittering legs. Their chitinous exoskeleton gleams with a sickly sheen, and and echoing anguished whimpers fill your ears.
out from their hair sprout two long, twitching antennae which probe the
air. The creature’s arms end in clawed, human-like hands. Their forehead
is dotted with small oculi which surround their large compound eyes,
and they open their mouth revealing not a tongue, but a horrific maw
of mandibles. Their chest and back are covered in weeping open holes Last Memory
through which countless small cockroaches dart in and out. Medium undead
Armor Class 12
Kafka
Hit Points 27 (6d8)
Speed 30ft. climb 30 ft.
Large aberration, chaotic neutral STR DEX CON INT WIS CHA
HORRORS OF DRAKKENEHIEM
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 10 (0) 12 (+1) 6 (-2) Condition Immunities Charmed, Exhaustion, Grappled, Paralyzed,
Petrified, Poisoned, Prone, Restrained
Saving Throws Con +8, Wis +5 Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 10
Skills Stealth +6, Survival +5
Languages Common
Senses darkvision 60 ft., passive Perception 11
Challenge 1 (200 XP) Proficiency Bonus +2
Languages understands Common but can’t speak
Challenge 7 (2,900 XP) Proficiency Bonus +3 Unusual Nature. The Last memory does not require to eat, sleep,
or breathe.
Actions Silhouette. A Last Memory can only move along contiguous flat
Multiattack. The Kafka makes two claw attacks and uses Loathsome surfaces, such as walls or floors. It cannot fly or swim. It can climb
Presence. difficult surfaces, including upside down on ceilings, without need-
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 ing to make an ability check.
(2d8 + 4) slashing damage. Actions
Loathsome Presence. Creatures that can see the Kafka must succeed Sorrowful Touch. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or
on a DC 15 Wisdom saving throw or take 18 (4d8) psychic damage range 30 ft., one creature. Hit: 12 (3d6 + 2) psychic damage and the
and become frightened of the Kafka for 1 minute (save ends). If a target is slowed until the end of their next turn.
creature’s saving throw is successful or the effect ends for it, the
Anguish (recharge 5-6). The Last Memory relives its final moments in
creature is immune to the Kafkas Loathsome Presence for the next
Drakkenhieim, crying out in pain, desperate for help. All creatures
24 hours.
within 30 feet who can hear the Last Memory must succeed a DC 10
Bonus Action Wisdom saving throw. On a failed save, the a creature takes 10 (3d6)
Scuttle. The Kafka takes the Dash action. psychic damage and becomes jinxed 1d6 (save ends)
Reactions
Infestation. When a creature ends its turn within 5 feet of the Kafka,
the Kafta can use its reaction and force that creature to make a DC
15 Dexterity saving throw. On a failed save, cockroaches from the
Kafka scuttle over the target’s body. While covered in cockroaches,
the target takes 14 (4d6) piercing damage at the end of each of its
ALPHA PLAYTEST
turn until it spends an action to swipe the cockroaches off its body.
Alpha Playtest 21
ALPHA PLAYTEST
Living City
An eerie light shines within the oddly intact yet ramshackle
house across the road. The door hangs ajar, gently banging
open and closed as the mist and winds whip through the dark
streets. As you step inside the building, the lurching floor-
boards creak and groan. The furnishings are bizarrely orderly,
and you notice nary a speck of dust or debris accumulated in
the otherwise ordinary rooms. After a moment you notice a
strange glistening liquid seeping out between the timbers,
and the odd reddish goo that melts between the mortar of the
bricks. Suddenly, the door slams shut, the windows close and
shutter, and the entire room warps and shifts. Hundreds of
yellow eyes open across the walls, grinning toothy mouths
form on the ceilings and floors, and glistening barbed pseu-
dopods reach up from the furniture, as you realize you have
stepped right into the gullet of a patient predator.
Living City In addition, the Living City extrudes pieces of itself inside its space
which resemble furnishings and everyday objects. The extrusions
Gargantuan monstrosity appear, feel, sound, and behave exactly like the mimicked objects.
HORRORS OF DRAKKENEHIEM
ALPHA PLAYTEST
leaving behind open space within it to create rooms. Creatures can surrounded on all sides by the wall (or the wall and another solid
pass through the open spaces and stop there as if moving through a surface), that creature can make a DC 15 Dexterity saving throw.
normal structure. On a success, it can use its reaction to move up to its speed so
The internal walls of the Living City can damaged and thus that it is no longer enclosed by the wall.
breached. Each 5-foot by 5 foot section has AC 15 and 30 hit points.
Reducing a section to 0 hit points destroys it and deals 30 damage
to the Living City.
22 Monsters of Drakkenheim
ALPHA PLAYTEST
Lob Frog
The frog-like creature has sharp spines down its back, with
mottled green and brown flesh, and a large segmented mouth
that bisects its face. A large, black, soulless eye peering out from
either side. Its insect-like pincers drip and gnash as it huddles
close to a mound of translucent, sticky, octarine eggs throbbing
and writhing with contaminated energy. It holds one of the
throbbing spawn in its webbed hand, ready to hurl it directly
at you.
Lob Frog
Medium monstrosity (chaotic evil)
Armor Class 14 (natural armor)
Hit Points 55 (10d8 + 10)
Speed 40 ft.
HORRORS OF DRAKKENEHIEM
Saves Dex +4
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., passive Perception 14
Languages –
Challenge 3 (700 XP) Proficiency Bonus +2
Standing Leap. The Lob Frogs long jump is up to 30 feet and its high
jump is up to 20 feet, with or without a running start.
Poison Skin. When a creature within 5 ft of the Lob Frog hits it with a
melee attack, that creature takes 3 (1d6) poison damage.
Actions
Throw Frogspawn. Ranged Weapon Attack: +4 to hit, range 30/60 ft.,
one target. Hit: 6 (1d8+2) bludgeoning damage. If the target is a crea-
ture, the egg sticks to the target’s body, melding with the creature’s
flesh. The target or another creature within 5 feet of it can spend an
action to remove the eggs from the target’s body, dealing 10 (3d6)
acid damage to the target in the process. If the target finishes its
next turn and the eggs are still attached to its body it gains a disease
and becomes sickened until the disease ends as octarine boils and
sores spread through its body, originating from the egg melded
to the creature’s flesh. The disease can not be removed except by
magic that removes diseases (such as lesser restoration). The target
must make a DC 12 Constitution saving throw after every hour that
elapses. On a failed save, the target gains one level of contamina-
tion. Contamination gained in this way can not be removed until
the disease ends. If the target suffers a monstrous transformation
the octarine boils and sores burst and the creature’s flesh falls away,
ALPHA PLAYTEST
killing the creature instantly, and revealing a Lob Frog in its place.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit:
4 (1d4 + 2) piercing damage and the creature must make a DC 12
Constitution saving throw. On a failed save it is distracted.
Alpha Playtest 23
ALPHA PLAYTEST
Octarine Tree
Trudging through the thick overgrowth of Queens Park
Garden, you come across a massive tree with dark, nearly
blackened bark, branches swaying and bobbing in the haze
filled winds of the city. Unlike its barren and dying cousins
nearby, its bright and flourishing foliage is alive. The ribs and
veins of its thick purple leaves are shot through with pulsing
octarine. Gently glowing upon its branches in small clusters
are delerium crystals, sprouting from the tree like acorns. The
whistling of the wind echoes through the delirium growths
causing them to cling and echo like eerie chimes. As you draw
closer, the thick boughs begin to shake and bend against the
wind, and the tree’s roots suddenly tear up from the soft earth.
The massive shambling tree lurches up, and its darkened bark
stretches and forms into a snarling grotesque face as it barrels
towards you.
ALPHA PLAYTEST
24 Monsters of Drakkenheim
ALPHA PLAYTEST
Pyknic Maunder
This horror is an amorphous mass of limbs, hands, mouths,
and eyes. Among the disturbing mess are hands with palms
embedded in eyes that have mouths for pupils, fingers which
end in hands with fingers that end in hands, eyes within eyes
within mouths with wriggling fingertips for teeth, lips for
eyelids, and grasping hands for tongues. Some of the many
colored eyes everywhere dart about frantically, others droop
lazily as if falling in and out of sleep. Some of the mouths talk,
citing obscure languages and bits of poetry, while the countless
hands gesticulate frantically.
Pyknic Maunder
Large aberration
Armor Class 9
Hit Points 67 (9d8 + 27)
Speed 10 ft., swim 10 ft.
HORRORS OF DRAKKENEHIEM
STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 16 (+3) 1 (-5) 8 (-1) 5 (-3)
Actions
Multiattack. The maunder makes one grasp attack or one bite attack
against each creature within its reach, or make two eye beam attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature grappled by
the maunder. Hit: 15 (2d10 + 4) piercing damage. A dazed target grappled by
the maunder is helpless against its bite attack.
Grasp. Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium or smaller
creature. Hit: 11 (2d6 + 4) bludgeoning damage, and the target is grappled
(escape DC 13). The pyknic maunder has countless hands and may
grab any number of creatures.
Eye Beam. Ranged Spell Attack: +6 to hit, range 60 ft., one creature.
Hit: 13 (2d8 + 4) radiant damage.
Bonus Actions
Babble. The Maunder babbles incoherently. Each creature that starts
its turn within 30 feet of the Maunder and can hear the babbling
must succeed on a DC 10 Wisdom saving throw. On a failure, the
creature takes 7 (2d6) psychic damage and is dazed until the start of
its next turn.
ALPHA PLAYTEST
Alpha Playtest 25
ALPHA PLAYTEST
Reality Cyst
You come across a glistening mass of pustules that seem to
grow directly out of the physical structures of the city, as if
the natural wood, stone, and earth is alive, and these cysts
are a cancer growing within it. The very air around the cyst
changes, the light refracts in incorrect patterns, and the lines
and angles of its surroundings seem to fracture in incoherent
designs. To look upon it is like looking at reality itself through
a broken mirror. One that is both present and not present at
all. Where your every move and step is strained and confused.
For a brief moment, you seem to forget what you saw at all,
and the landscape around you seems unfamiliar. Have you
been here before? How did you get here in the first place? Your
mind strains to grasp these questions.
Reality Cyst immobilized in this way does not perceive itself to be stationary,
and instead believes it is walking through the bizarre landscape
HORRORS OF DRAKKENEHIEM
Medium aberration (unaligned) surrounding it. It can use its action on its turn to repeat the saving
throw, escaping the unhinged reality on a successful save. A creature
who succeeds the saving throw is immune to the Reality Cyst’s
Armor Class 10
Unhinged Reality for 24 hours.
Hit Points 4 (1d8)
Speed 0 ft. Actions
Psychic Whip. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or
STR DEX CON INT WIS CHA range 120 ft., one target. Hit: 19 (4d6 + 5) psychic damage and the
1 (-5) 1 (-5) 10 (+0) 3 (-4) 13 (+1) 20 (+5) target is dazed until the end of the reality cyst’s next turn. The reality
cyst can target a creature under the effects of its unhinged reality
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned, with its psychic whip even if that creature is behind total cover.
Unconscious, Restrained
Bonus Actions
Senses True Sight 120 ft., passive Perception 11
Feed. Each creature under the effects of the reality cyst’s unhinged re-
Languages – ality takes 10 (3d6) psychic damage. The Reality Cyst gains hit points
Challenge 2 (450 XP) Proficiency Bonus +2 equal to total damage dealt. Additionally, its Hit Point maximum is
increased by the amount of damage dealt in this way.
Immutable Form. The Reality Cyst is immune to any spell or effect
that would alter its form. Reactions
Unusual Nature. The Reality Cyst doesn’t require air, food, drink, Fracture. When the Reality Cyst takes damage it can spend its reac-
or sleep. tion to send out a shockwave of energy that fractures reality around
Unhinged Reality. Creatures who begin their turns within 120 feet of it. Creatures within 60 feet of the Reality Cyst must succeed on a DC
the Reality Cyst must make a DC 15 Wisdom saving throw. On a 15 Intelligence saving throw or become Addled (Save Ends)
failed saving throw, a creature becomes immobilized until it escapes
the unhinged reality. While immobilized in this way, the target
believes themselves to be in an altered and confused environment
of shifting forms, and can’t see or hear anything else. A creature
ALPHA PLAYTEST
26 Monsters of Drakkenheim
ALPHA PLAYTEST
Revolting Gag Fly
This massive fly buzzes through the air, bobbing and darting
with a loud buzz of its wings. Its huge eyes make up most
of its rotund form, saliva and mucus oozing from its little
mandibled mouth. Its abdomen is slightly translucent, with a
purplish green liquid sloshing around inside its bloated form.
It screams in a strangely human voice that sounds like it is
crying for help.
HORRORS OF DRAKKENEHIEM
Senses Darkvision 60 ft., passive Perception 14
Languages –
Challenge 1 (200 XP) Proficiency Bonus +2
Spider Climb. The fly can climb difficult surfaces, including upside
down on ceilings, without needing to make an ability check.
Digestive Enzymes. The revolting gag fly has advantage on attack rolls
against a burning target.
Actions
Proboscis. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 10 (2d6 + 3) piercing damage.
Acid Spray (recharge 6). The gag fly spits acid in a 15-foot cone. Each
creature in that area must make a DC 13 Dexterity saving throw, tak-
ing 5 (2d4) acid damage on a failed save, or half as much damage on
a successful one. In addition, creatures that fail their saving throw
are burning (2d4) acid).
Reactions
Bloat Burst. When the Revolting Gag Fly is reduced to zero hit points,
or if an attack against it scores a critical hit, it can use its reaction to
explode in a splash of acidic bile. Each creature within 10 feet of the
fly must succeed on a DC 12 Dexterity saving throw or take 5 (2d4)
acid damage and become burning (2d4 acid).
ALPHA PLAYTEST
Alpha Playtest 27
ALPHA PLAYTEST
Sewer Thing
The murky waters of the sewers begin to churn as something
below the surface moves. Debris, algae, and waste matter
drifting along the surface rises up slowly, dripping with sew-
age water. A sloping mass of sewage, refuse, and plant matter
emerges with a gurgling hiss. Before you, a huge shambling
form with its wet and writhing plant-like tendrils begins
to hurl itself towards you lashing and gripping along the
walls with its multiple appendages. It leaps into the sewages
with a splash as the tendrils trail behind it as it swims with
surprising speed through the sewage towards you.
Sewer Thing Instinctive ambusher. At the start of the Sewer Things first turn of
each combat, if the Sewer Thing attacks a creature that is surprised,
huge plant (any alignment) it may make one additional attack as part of its attack action
against that creature.
Armor Class 17 (natural armor) Toxic Aura. any creature that starts its turn within 5 feet of the sewer
thing (including creatures engulfed by it) must succeed on a DC 12
HORRORS OF DRAKKENEHIEM
ALPHA PLAYTEST
28 Monsters of Drakkenheim
ALPHA PLAYTEST
Shardmaul Manticore Skretch
Swooping above on thick leathery wings is a large lion-like A looming avian creature perches on the rooftop above, its
predator with a disturbingly human head contorted into an ex- body cloaked in dirty, ragged feathers. It curiously regards you
pression of fury. Its body bristles in a thicket of crystalline quills with its two starkly featherless heads, each borne on a long
which painfully jut out through its mane, along its wing-tips crooked neck. Each head has large, round, bulging eyes, and
and down its spine. It has a long, chitinous tail which ends in a hooked beak that drips corrosive saliva which hisses as it
a cluster of wicked stingers. Each begins as a spike of blackened strikes the ground. The bird suddenly launches from its perch
bone, but ends as a glimmering delerium shard. into flight, opening its broad wings and short, fan-shaped tail,
revealing a hanging, bloated belly that shudders and gurgles
with whatever half-digested contents rot within.
Shardmaul Manticore
Large Monstrosity, Lawful Evil
Skretch
Armor Class 14 (natural armor) Medium Monstrosity
Hit Points 119 (14d10 + 42)
Speed 30 ft., fly 50 ft. Armor Class 14 (natural armor)
Hit Points 68 (8d10 + 24)
STR DEX CON INT WIS CHA
Speed 30 ft., fly 60 ft.
19 (+4) 16 (+3) 17 (+3) 7 (-2) 12 (+1) 8 (-1)
STR DEX CON INT WIS CHA
Senses Darkvision 60 ft., Passive Perception 11
HORRORS OF DRAKKENEHIEM
15 (+2) 17 (+3) 13 (+1) 5 (-3) 13 (+1) 7 (-2)
Languages Common
Challenge 6 (2,300 XP) Proficiency Bonus +3 Senses Darkvision 60 ft., Passive Perception 11
Languages –
Dive Bomb. If the Shardmaul Manitcore flies at least 30 feet straight
Challenge 3 (700 XP) Proficiency Bonus +2
toward a creature and then hits it with a claw attack on the same
turn, that target must succeed on a DC 15 Strength saving throw or
be knocked prone. If the target is prone, the shardmaul manticore Actions
can make one bite attack against it as a bonus action. Multiattack. The skretch makes two Beak or Spittle attacks.
Actions Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8
(2d4 + 3) piercing damage.
Multiattack. The manticore makes three attacks: two with its claws,
and one with its stinger. Spittle. Ranged Weapon Attack: +5 to hit, one creature directly under-
neath the skretch. Hit: 15 (6d4) acid damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10
(1d10 + 4) piercing damage. Expel Waste (recharge 5-6). The skretch drops a half-digested con-
taminated glob on a point directly underneath it. Each creature in
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 a 10-foot-radius sphere centered on that point must make a DC 13
(2d6 + 4) slashing damage. Dexterity saving throw. A creature takes 20 (8d4) acid damage on a
Stinger. Melee Weapon Attack: +7 to hit, reach 20 ft., one creature. Hit: failed saving throw, or half as much on a successful one. A creature
11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitu- that fails this saving throw also is burning (4d4 acid). Each time a
tion saving throw, taking 24 (7d6) necrotic damage on a failed save, creature takes this burning damage, it must make a DC 13 Constitu-
or half as much damage on a successful one. A creature that fails tion saving throw. On a failed save, it gains 1 level of Contamination.
this saving throw by 5 or more also gains 1 level of Contamination.
Wing Shards (recharge 5-6). The shardmaul manticore spins in midair,
unleashing a hailstorm of contaminated spikes in a 20-foot radius
centered on itself. Each creature in that area must make a DC 15
Dexterity saving throw, taking 28 (8d6) piercing damage on a failed
save, or half as much damage on a successful one. A flying creature
has disadvantage on this saving throw, and is knocked prone on a
failed save.
ALPHA PLAYTEST
Alpha Playtest 29
ALPHA PLAYTEST
Chitter
Scampering up the wall is a large creature about the size of a
hound. It resembles a mostly hairless squirrel save for its bushy
tail. Its eyes are glassy and milk white, and its mouth seems
almost human, sporting large teeth that grin maniacally. It
frantically clambers upward, all the while chittering a mad-
dening chorus of harrowing sounds with its clacking teeth.
Chitter
Medium Monstrosity (any alignment)
Armor Class 14 (natural armor)
Hit Points 67 (9d8 + 27)
Speed 40 ft., Climb 40 ft.
Languages –
Challenge 4 (1,100 XP) Proficiency Bonus +2
Running Leap. As long as the Chitter has moved more than 20 feet
this turn, it has a high jump and long jump of 30 feet.
Actions
Multiattack. The Chitter makes three attacks: two with its claws and
one with its bite. It can also use Chitter, if available.
Acrid Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 7 (1d8+3) piercing damage plus 4 (1d8) necrotic damage.
Sharpened Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 6 (1d6 +3) slashing damage.
Chitter (recharge 5-6). Each creature within 120 feet of the Chitter
who can hear it must succeed on a DC 13 Wisdom saving throw or
become dazed until the end of the Chitter’s next turn.
Bonus Actions
Aggressive. The Chitter can move up to its speed toward a hostile
creature that it can see. If it ends this movement within 5 feet of that
creature, it gains advantage on its attack rolls against that creature
until the end of its turn.
Reactions
Slow Fall. As long as it is not incapacitated, the Chitter can use its
reaction to reduce any fall damage to zero.
ALPHA PLAYTEST
30 Monsters of Drakkenheim
ALPHA PLAYTEST
Undulating Polyp
The strange creature appears to be a glistening growth of
mucus filled flesh upon a mass of boneless skin that slowly
wriggles about. The growth jiggles and wobbles as it moves,
and from a tiny mandibled maw leaks acidic mucus and
saliva. It hisses as it drips to the ground around it. Somehow
as the creature moves, reality around it seems to vibrate and
fold as if the arcane energies found in Drakkenheim are
concentrating around it like a slow and steady breath.
HORRORS OF DRAKKENEHIEM
STR DEX CON INT WIS CHA acid damage and are burning (3d6 acid)
16 (+3) 6 (-2) 18 (+4) 10 (+0) 15 (+2) 5 (-3) Slip Space. The Polyp teleports to an unoccupied space it can see
within 20 feet. Immediately when it reappears, a wave of reality bend-
Saving Throws Int +3, Wis +5, Cha +0 ing arcane power erupts from it like a shockwave, and each creature
Damage Vulnerabilities piercing within 10 feet of the space it arrives in must make a DC 14 Constitution
Damage Immunities bludgeoning, slashing saving throw, taking 16 (3d10) force damage on a failed save, or half as
much damage on a successful one. If a creature fails this save by 5 or
Condition Immunities Blinded, Charmed, Deafened, Exhaustion,
more it triggers an arcane anomaly centered on the creature.
Frightened, Prone
Senses blindsight 30 ft., (blind beyond this radius) passive Bonus Actions
Perception 14 Shift Step. The polyp magically teleports to an unoccupied space
Languages – within 60 feet of it.
Challenge 7 (2,900 XP) Proficiency Bonus +3
Reactions
Displacement. The Undulating Polyp is in a constant shifting form, Confused Realities. When the Undulating Polyp takes damage from a
moving through reality in unnatural ways. All attacks against the creature it can sense within 30 feet of it, it can immediately teleport
Polyp have disadvantage. If the Polyp takes damage, this property the creature to an unoccupied space of its choice within 30 feet of
ceases to function until the start of its next turn. This property is it. The chosen space must be on a surface or in a liquid that can
suppressed while the Polyp is incapacitated, restrained, or otherwise support the target without the target having to squeeze.
unable to move.
ALPHA PLAYTEST
Alpha Playtest 31
ALPHA PLAYTEST
Warp Witch
A lone figure draped in ethereal robes listlessly glides through
the air, clutching a wrought iron lantern which glows in
eldritch hues and green flames. A tattered hood conceals its
face, but as you approach they draw back their hood to reveal
furious eyes and a hateful glare. Their mouth stretches unnat-
urally as they unleash an ear-piercing scream.
Warp Witch Psychic Wail (Recharge 5-6). Every creature within 30 feet of the warp
witch must succeed on a DC 13 Intelligence saving throw or take 10
Medium Undead, Any Alignment (3d6) psychic damage and become incapacitated until the end of the
warp witches next turn.
Armor Class 11 Possession. One incapacitated humanoid that the warp witch can
Hit Points 45 (10d8) see within 5 feet of it must succeed on a DC 13 Charisma saving
throw or be possessed by the warp witch; the warp witch then
Speed 0 ft., fly 40 ft. disappears, and the target is incapacitated and loses control of its
STR DEX CON INT WIS CHA
body. The warp witch now controls the body but doesn’t deprive the
target of awareness. The warp witch can’t be targeted by any attack,
7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3)
spell, or other effect, except ones that turn undead, and it retains its
alignment, Intelligence, Wisdom, Charisma, and immunity to being
HORRORS OF DRAKKENEHIEM
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, charmed and frightened. It otherwise uses the possessed target’s
Piercing, and Slashing from Nonmagical Attacks statistics, but doesn’t gain access to the target’s knowledge, class
Damage Immunities Cold, Necrotic, Poison features, or proficiencies.
Condition Immunities Charmed, Exhaustion, Frightened, Grappled, The possession lasts until the body drops to 0 hit points, the
Paralyzed, Petrified, Poisoned, Prone, Restrained warp witch ends it as a bonus action, or the warp witch is turned or
Senses Darkvision 60 ft., Passive Perception 11 forced out by an effect like the dispel evil and good spell. When the
Languages Any languages it knew in life possession ends, the warp witch reappears in an unoccupied space
within 5 feet of the body. The target is immune to this warp witch’s
Challenge 4 (1,100 XP) Proficiency Bonus +2 Possession for 24 hours after succeeding on the saving throw or after
the possession ends.
Ethereal Sight. The warp witch can see 60 feet into the Ethereal Plane
when it is on the Material Plane, and vice versa. Mutate Host. The warp witch can use a bonus action while it is
possessing a creature to force mutations upon its host. The possessed
Incorporeal Movement. The warp witch can move through other
creature must succeed on a DC 13 Charisma saving throw or gain one
creatures and objects as if they were difficult terrain. It takes 5 (1d10)
level of contamination. Rather than rolling to determine if a mutation
force damage if it ends its turn inside an object.
occurs, the warp witch automatically causes a random mutation.
Actions
Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 17 (4d6 + 3) necrotic damage.
Etherealness. The warp witch enters the Ethereal Plane from the
Material Plane, or vice versa. It is visible on the Material Plane while
it is in the Border Ethereal, and vice versa, yet it can’t affect or be
affected by anything on the other plane.
ALPHA PLAYTEST
32 Monsters of Drakkenheim
ALPHA PLAYTEST
HORRORS OF DRAKKENEHIEM
ALPHA PLAYTEST
Alpha Playtest 33
ALPHA PLAYTEST
World Ender
A storm of black clouds and sheets of octarine lightning fill the
air, there is the crashing of unnatural otherworldly thunder as
a steady contaminated rain begins to pour down. Rising from
the shattered delerium heart in a plume of eldritch haze, this
creature stands as tall as a tower, its bulbous head adorned
with octarine delerium crystals that crackle and spark with
arcane energy. These crystals protrude from its flesh down its
neck and across its shoulders, as well as down its spine. Its sev-
en massive yellow eyes peer out from below a furrowed brow,
over a reptilian snout with a wide set mouth that stretches
across its head filled with rows of jagged teeth. Its large
elongated maw opens up to reveal one hundred thin translu-
cent tentacles that lash and dart out like one hundred tongues.
its wet skin a mottled grayish purple that shimmers in hues of
unknown colors impossible to comprehend. The haze disperses
in an instant as it rises from the crater. Its four muscular arms
end in hands with eight long spindly fingers each one tipped
with a delerium clawed nail. Its large digitigrade legs end in
veiny black hooves and its rigid spine extends into three long
tentacle-like tails. The smell of ozone and sulfur fill the air,
HORRORS OF DRAKKENEHIEM
ALPHA PLAYTEST
34 Monsters of Drakkenheim
ALPHA PLAYTEST
World Ender Charge Eradication Beam (recharge 5-6). Octarine energy ripples
through the body of the world ender from its tail up to its head.
The World Ender’s eradication beam recharges, and it chooses
Gargantuan Aberration (chaotic evil) the direction it will face to unleash its Eradication Beam.
Armor Class 23 (natural armor) The world Ender can only use this epic action if it’s the first
Hit Points 300 (+250 per character) epic action it has taken this round. After using this Epic Action,
Speed 60 ft. the World Ender can’t use its Bite, Deep Roar, or Devour until the
start of the next round.
Eradication Beam (special recharge). The World Ender can only use
STR DEX CON INT WIS CHA
this epic action if it’s the last epic action it takes this round.
30 (+10) 15 (+2) 30 (+10) 12 (+1) 30 (+10) 11 (0) The world ender exhales a massive beam of pure destructive
energy in a 1000-foot line that is 20 feet wide in the direction
Saving Throws Dex +11, Con +19, Wis +19, Cha +9 chosen when it used charge eradication beam. Each creature and
Skills Athletics + 19, Insight +19, Perception + 19 object in that line must make a DC 24 Constitution saving throw,
Damage Resistances Acid, Cold, Fire, Poison, Psychic taking 110 (20d10) force damage on a failed save, or half as much
damage on a successful one. A creature is disintegrated along
Damage Immunities Bludgeoning, Piercing, and Slashing from with anything it is wearing or carrying if this damage leaves it with
Attacks that aren’t Delerium infused 0 hit points, and can’t be revived except by a wish spell.
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned The eradication beam destroys any wall of force, forcecage, or
Senses Truesight 120 ft., passive Perception 27 prismatic wall spell within its area. It also damages unattended
Languages – magic items in its area, including artifacts.
Octarine Lightning Strike. The World Ender calls down a bolt of
Challenge 30 (155,000 XP) Proficiency Bonus +9 eldritch lightning at a point it can see within 500 feet of it. Each
creature within 10 feet of that point must make a DC 17 Dexterity
Unbound Arcana. Whenever the world ender is the target of a spell, saving throw, taking 54 (12d8) lightning damage on a failed save, or
an arcane anomaly is triggered on the caster. half as much damage on a successful one. In addition, on a failed
Rejuvenation. If the World Ender is destroyed, it regains all its hit saving throw, a creature is shocked until the end of its next turn.
points in 1 hour unless a wish spell is used to keep it dead. This is a Bellowing Roar. (recharges on a short or long rest). Every creature
stressful use of the wish spell. within 120 feet who can hear the World Ender must succeed on
HORRORS OF DRAKKENEHIEM
Delerium Storm Aura. A massive swirling storm of dark clouds ap- a DC 24 Wisdom save or become deafened (save ends) while
deafened in this way the target has disadvantage on attack rolls
pears above the World Ender crackling with octarine lightning. Any
and ability checks.
creature who starts its turn within 120 feet of the World Ender takes
Ground Slam. (1/round) The World Ender slams its massive fists or
21 (6d6) lightning damage and must succeed on a DC 24 Constitu-
its tail into the ground causing seismic waves to crash out from
tion saving throw or gain one level of contamination. it. The tremors rip through the ground in a 30 foot cone from the
Mutations Abound. Any creature within the World Ender’s Delerium World Ender. The ground in that area becomes difficult terrain
Storm Aura who gains a level of contamination must roll 2d6 to de- until the start of the world enders next turn.
termine if they mutate, and use the lower die. Whenever a creature Every creature on the ground must succeed on a DC 24
within the aura gains a mutation, that creature must roll twice on strength saving throw or take 26 (4d12) bludgeoning damage and
the mutations table and gains both mutations. be knocked 10 feet in away from the world ender and knocked
prone.
Siege Monster. The World Ender deals double damage to objects
Devour. The world ender can’t take this epic action if it has used
and structures.
its Bite epic action this round. The world ender makes one bite
Immutable Form. The World Ender is immune to any spell or effect attack against a Large or smaller creature it is grappling. If the
that would alter its form. attack hits, the target takes the bite’s damage, the target is
swallowed, and the grapple ends. While swallowed, the creature
Epic Actions is blinded and restrained, it has total cover against attacks and
An epic boss always takes its turn on initiative count 20. On its turn, other effects outside the world ender, and it takes 56 (16d6) acid
the World Ender can use its movement and interaction as normal. damage and gains one level of contamination at the start of each
However, it does not take an action or bonus action on its turn of the world enders turns.
unless forced to do so by a spell or other effect. Instead, the World If the world ender takes 60 damage or more on a single turn
Ender takes one of the following epic actions at the end of each from a creature inside it, the world ender must succeed on a DC
player character’s turn: 20 Constitution saving throw at the end of that turn or regurgitate
all swallowed creatures, which fall prone in a space within 10 feet
Necrotic Claw. Melee Attack. +19 to hit. Reach 15 ft., one creature. Hit: of the world ender. If the world ender dies, a swallowed creature is
38 (5d10 + 10) necrotic damage. no longer restrained by it and can escape from the corpse by using
Bite (1 / round). Melee Attack. +19 to hit. Reach 15 ft., one creature. 30 feet of movement, exiting prone.
Hit: 27 (3d10 + 10) piercing damage. If the target is a creature, it
is grappled (escape DC 24). Until this grapple ends, the target is
restrained, and the World Ender can’t bite another target.
ALPHA PLAYTEST
Destructive Rampage
The World Ender’s abilities damage and destroy buildings and
structures. A creature within 10 feet of a structure that is destroyed
must succeed on a DC 15 Dexterity saving throw or take 28 (8d6)
bludgeoning damage. Any creature inside the structure when it is
destroyed has disadvantage on the saving throw.
Alpha Playtest 35